Difference between pages "PvP" and "Template:Sharemarkets"

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As [[Nodes|nodes]] develop, [[Node governments|player governments]] may open [[Sharemarkets|sharemarkets]] (also called ''Stock markets'') where players can buy and sell shares in [[Nodes]], [[Guilds]] and [[Social organizations]].<ref name="livestream-17-May-2017-11:27">[https://youtu.be/_fPIP8uu6Pc?t=11m27s Livestream, 17 May 2017 (11:27).]</ref>
  
PvP is the catalyst for change in [[Ashes of Creation]].<ref name="livestream-12-May-2017">[https://youtu.be/yzBxKoH7erU?t=1504 Ashes of Creation livestream, 12 May 2017 (25:04)]</ref> Player combat is intended to be meaningful, ranging from [[Caravans|Caravan]] battles to vast open world conflicts fought for the pride of Kings.<ref>[https://www.ashesofcreation.com/faq/ Ashes of Creation FAQ]</ref>
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* Hard metrics, such as [[Quests|quest lines]], nearby resources, citizen progression, and purchases of local real estate, will determine the value of those purchasable shares.
 
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* [[Node sieges|Sieges]] will halt trading of shares in a [[Nodes|node]].
Players will naturally come across both PvP and PvE aspects in Ashes, which is why it is labelled as a PvX game.<ref name="livestream-12-May-2017"/>
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** This opens up potential for economic sabotage.
 
 
== PvP battlegrounds ==
 
 
 
PvP battlegrounds<ref>[[File:pvp battlegrounds.png|350px]]</ref> are events that occur at points of interest, where players fight for control over cities, castles, caravans, or open world hunting grounds. These are open world PvP zones that flag everyone for battle.<ref name="livestream-19-May-2017">[https://youtu.be/LUJugtqTBxw?t=2714 Ashes of Creation livestream, 19 May 2017 (55:30)]</ref>
 
 
 
* [[Caravans]]
 
* [[Castle sieges]]
 
* [[Node sieges]]
 
* [[Guild wars|Objective based guild wars]]
 
 
 
Outside of these zones, normal [[#Player flagging|PvP flagging]] rules apply.
 
 
 
== Arenas ==
 
 
 
{{Arenas}}
 
 
 
== Player flagging ==
 
 
 
The open world PvP flagging system is designed to deter people from griefing other players.<ref>[[File:pvp flagging.png|350px]]</ref>
 
 
 
* Players can participate in open world PvP with one another without having to resort to murder.<ref name="pvp_murder">[[File:pvp murder.png|350px]]</ref><ref name="livestream-12-May-2017"/>
 
* The penalties are intended to be severe enough to deter any type of spawn camping.<ref>[[File:pvp camping.png|350px]]</ref>
 
 
 
[[File:pvp flagging diagram.png|800px]]
 
 
 
There are three levels of flagging for world PvP in [[Ashes of Creation]].<ref name="mmogames_interview">[http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life/ MMOGames interview, January 2017]</ref>
 
 
 
* <span style="color:white; background:green">Non-combatant (green)</span>
 
** All players start as non-combatants.<ref name="corruption_interview">[https://youtu.be/5E1wn98fczg Corruption interview, Adissaric Mordled, 27-April-2017] [https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit (Transcript)]</ref>
 
* <span style="color:white; background:purple">Combatant (purple)</span>
 
** Non-combatants entering an open world [[#PvP battlegrounds|PvP battleground]] are automatically flagged as combatant and remain flagged for a period of time after leaving that battleground.
 
** Players are also flagged as combatants if they attack another player. If the attacked players fight back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.
 
** Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced [[#Player death|death penalties]].
 
* <span style="color:white; background:red">Corrupt (red)</span>
 
** If a combatant player kills a non-combatant player, they will be flagged as corrupt.
 
** If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.
 
 
 
A player may not flag on members of the same [[Groups|party]], [[Raids|raid]], [[Guilds|guild]] or [[Alliances|alliance]].<ref>[[File:pvp flagging lockouts.png|350px]]</ref>
 
 
 
== Player corruption ==
 
 
 
* A player’s corruption score increases with each non-combatant player killed.<ref name="mmogames_interview"/>
 
* The wider the level disparity between the players the more corruption will be gained.<ref name="mmogames_interview"/>
 
* The higher the corruption score:
 
** The higher drop percentage when the corrupted [[#Player death|player is killed]].<ref name="podcast-5-May-2017">[https://youtu.be/eCvcB4S-tZM?t=2585 Dungeon Crawler Network Podcast Interview, 5 May 2017 (43:05)]</ref>
 
** The more skill and stat dampening applies, until the corrupt player ultimately becomes ineffective at combat.<ref name="podcast-5-May-2017"/>
 
* Corruption is removed through death. Multiple deaths may be necessary to remove all corruption.
 
* Corruption has a visible effect on a player’s appearance.{{Cn}}
 
* A corrupt player’s location is revealed to bounty hunters.<ref>[[File:pvp corruption bounty.png|350px]]</ref>
 
* Corruption duration is reduced in military nodes.<ref>[[File:pvp corruption duration.png|350px]]</ref>
 
 
 
== Player death ==
 
 
 
* A non-combatant who dies suffers normal penalties, which include experience debt, durability loss, as well as dropping a percentage of carried raw materials.<ref name="podcast-5-May-2017"/>
 
* A combatant who dies suffers these same penalties, but at half the rate of a non-combatant.<ref name="podcast-5-May-2017"/>
 
* A corrupt player suffers penalties at three or four times the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes weapons, gear, and inventory items.<ref name="podcast-5-May-2017"/>
 
* Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.<ref name="corruption_interview"/>
 
 
 
== Bounty hunters ==
 
 
 
{{Bounty hunters}}
 
 
 
{{Notes}}
 
 
 
[[Category:Risk vs reward]]
 

Revision as of 00:26, 22 October 2017

As nodes develop, player governments may open sharemarkets (also called Stock markets) where players can buy and sell shares in Nodes, Guilds and Social organizations.[1]

  • Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of those purchasable shares.
  • Sieges will halt trading of shares in a node.
    • This opens up potential for economic sabotage.
  • Livestream, 17 May 2017 (11:27).